feat(app): skins frontend (#3657)

* chore: typo fix and formatting tidyups

* refactor(theseus): extend auth subsystem to fetch complete user profiles

* chore: fix new `prettier` lints

* chore: document differences between similar `Credentials` methods

* chore: remove dead `profile_run_credentials` plugin command

* feat(app): skin selector backend

* enh(app/skin-selector): better DB intension through deferred FKs, further PNG validations

* chore: fix comment typo spotted by Copilot

* fix: less racy auth token refresh logic

This may help with issues reported by users where the access token is
invalid and can't be used to join servers over long periods of time.

* tweak(app-lib): improve consistency of skin field serialization case

* fix(app-lib/minecraft_skins): fix custom skin removal from DB not working

* Begin skins frontend

* Cape preview

* feat: start on SkinPreviewRenderer

* feat: setting for nametag

* feat: hide nametag setting (sql)

* fix: positioning of meshes

* fix: lighting

* fix: allow dragging off-bounds

* fix: better color mapping

* feat: hide nametag setting (impl)

* feat: Start on edit modal + cape button cleanup + renderer fixes

* feat: Finish new skin modal

* feat: finish cape modal

* feat: skin rendering on load

* fix: logic for Skins.vue

* fix: types

* fix: types (for modal + renderer)

* feat: Editing?

* fix: renderer not updating variant

* fix: mojang username not modrinth username

* feat: batched skin rendering - remove vzge references (apart from capes, wip)

* feat: fix sizing on SkinButton and SkinLikeButton, also implement bust positioning

* feat: capes in preview renderer & baked renders

* fix: lint fixes

* refactor: Start on cleanup and polish

* fix: hide error notification when logged out

* revert: .gltf formatting

* chore(app-frontend): fix typos

* fix(app-lib): delay account skin data deletion to next reboot

This gives users an opportunity to not unexpectedly lose skin data in
case they log off on accident.

* fix: login button & provide/inject AccountsCard

* polish: skin buttons

* fix: imports

* polish: use figma values

* polish: tweak underneath shadow

* polish: cursor grab

* polish: remove green bg from CapeLikeTextButton when selected.

* polish: modal tweaks

* polish: grid tweaks + start on upload skin modal

* polish: drag and drop file flow

* polish: button positioning in SkinButton

* fix: lint issues

* polish: deduplicate model+cape stuff and fix layout

* fix: lint issues

* fix: camel case requirement for make-default

* polish: use indexed db to persist skin previews

* fix: lint issues

* polish: add skin icon sizing

* polish: theme fixes

* feat: animation system for skin preview renderer

* feat(app/minecraft_skins): save current custom external skin when equipping skins

* fix: cape button & dynamic nametag sizing

* feat(theseus): add `normalize_skin_texture` Tauri command

This command lets the app frontend opt in to normalizing the texture of
any skin, which may be in either the legacy 64x32 or newer 64x64 format,
to the newer 64x64 format for display purposes.

* chore: Rust build fixes

* feat: start impl of skin normalization on frontend

* feat(theseus): change parameter type of `normalize_skin_texture` Tauri command

* fix: normalization

* fix(theseus): make new `normalize_skin_texture` command usable

* feat: finish normalization impl

* fix: vueuse issue

* fix: use optimistic approach when changing skins/capes.

* fix: nametag cleanup + scroll fix

* fix: edit modal computedAsync not fast enough for skin preview renderer

* feat: classic player model animations

* chore: fix new Clippy lint

* fix(app-lib): actually delete custom skins with no cape overrides

* fix(app-lib): handle repeated addition of the same skin properly

* refactor(app-lib): simplify DB connection logic a little

* fix: various improvements

* feat: slim animations

* fix: z-fighting on models

* fix: shading + lighting improvements

* fix: shadows

* fix: polish

* fix: polish

* fix: accounts card not having the right head

* fix: lint issues

* fix: build issue

* feat: drag and drop func

* fix: temp disable drag and drop in the modal

* Revert "fix: temp disable drag and drop in the modal"

This reverts commit 33500c564e3f85e6c0a2e83dd9700deda892004d.

* fix: drag and drop working

* fix: lint

* fix: better media queries

* feat(app/skins): revert current custom external skin storing on equip

This reverts commit 0155262ddd081c8677654619a09e814088fdd8b0.

* regen pnpm lock

* pnpm fix

* Make default capes a little more clear

* Lint

---------

Co-authored-by: Alejandro González <me@alegon.dev>
Co-authored-by: Prospector <prospectordev@gmail.com>
This commit is contained in:
IMB11
2025-07-02 21:32:15 +01:00
committed by GitHub
parent 94a7d13af8
commit f95d0d78f2
90 changed files with 6105 additions and 233 deletions

View File

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import * as THREE from 'three'
import type { Skin, Cape } from '../skins'
import { get_normalized_skin_texture, determineModelType } from '../skins'
import { reactive } from 'vue'
import { setupSkinModel, disposeCaches } from '@modrinth/utils'
import { skinPreviewStorage } from '../storage/skin-preview-storage'
export interface RenderResult {
forwards: string
backwards: string
}
class BatchSkinRenderer {
private renderer: THREE.WebGLRenderer
private readonly scene: THREE.Scene
private readonly camera: THREE.PerspectiveCamera
private currentModel: THREE.Group | null = null
constructor(width: number = 360, height: number = 504) {
const canvas = document.createElement('canvas')
canvas.width = width
canvas.height = height
this.renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true,
alpha: true,
preserveDrawingBuffer: true,
})
this.renderer.outputColorSpace = THREE.SRGBColorSpace
this.renderer.toneMapping = THREE.NoToneMapping
this.renderer.toneMappingExposure = 10.0
this.renderer.setClearColor(0x000000, 0)
this.renderer.setSize(width, height)
this.scene = new THREE.Scene()
this.camera = new THREE.PerspectiveCamera(20, width / height, 0.4, 1000)
const ambientLight = new THREE.AmbientLight(0xffffff, 2)
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2)
directionalLight.castShadow = true
directionalLight.position.set(2, 4, 3)
this.scene.add(ambientLight)
this.scene.add(directionalLight)
}
public async renderSkin(
textureUrl: string,
modelUrl: string,
capeUrl?: string,
capeModelUrl?: string,
): Promise<RenderResult> {
await this.setupModel(modelUrl, textureUrl, capeModelUrl, capeUrl)
const headPart = this.currentModel!.getObjectByName('Head')
let lookAtTarget: [number, number, number]
if (headPart) {
const headPosition = new THREE.Vector3()
headPart.getWorldPosition(headPosition)
lookAtTarget = [headPosition.x, headPosition.y - 0.3, headPosition.z]
} else {
throw new Error("Failed to find 'Head' object in model.")
}
const frontCameraPos: [number, number, number] = [-1.3, 1, 6.3]
const backCameraPos: [number, number, number] = [-1.3, 1, -2.5]
const forwards = await this.renderView(frontCameraPos, lookAtTarget)
const backwards = await this.renderView(backCameraPos, lookAtTarget)
return { forwards, backwards }
}
private async renderView(
cameraPosition: [number, number, number],
lookAtPosition: [number, number, number],
): Promise<string> {
this.camera.position.set(...cameraPosition)
this.camera.lookAt(...lookAtPosition)
this.renderer.render(this.scene, this.camera)
return new Promise<string>((resolve, reject) => {
this.renderer.domElement.toBlob((blob) => {
if (blob) {
const url = URL.createObjectURL(blob)
resolve(url)
} else {
reject(new Error('Failed to create blob from canvas'))
}
}, 'image/png')
})
}
private async setupModel(
modelUrl: string,
textureUrl: string,
capeModelUrl?: string,
capeUrl?: string,
): Promise<void> {
if (this.currentModel) {
this.scene.remove(this.currentModel)
}
const { model } = await setupSkinModel(modelUrl, textureUrl, capeModelUrl, capeUrl)
const group = new THREE.Group()
group.add(model)
group.position.set(0, 0.3, 1.95)
group.scale.set(0.8, 0.8, 0.8)
this.scene.add(group)
this.currentModel = group
}
public dispose(): void {
this.renderer.dispose()
disposeCaches()
}
}
function getModelUrlForVariant(variant: string): string {
switch (variant) {
case 'SLIM':
return '/src/assets/models/slim_player.gltf'
case 'CLASSIC':
case 'UNKNOWN':
default:
return '/src/assets/models/classic_player.gltf'
}
}
export const map = reactive(new Map<string, RenderResult>())
export const headMap = reactive(new Map<string, string>())
const DEBUG_MODE = false
export async function cleanupUnusedPreviews(skins: Skin[]): Promise<void> {
const validKeys = new Set<string>()
const validHeadKeys = new Set<string>()
for (const skin of skins) {
const key = `${skin.texture_key}+${skin.variant}+${skin.cape_id ?? 'no-cape'}`
const headKey = `${skin.texture_key}-head`
validKeys.add(key)
validHeadKeys.add(headKey)
}
try {
await skinPreviewStorage.cleanupInvalidKeys(validKeys)
await skinPreviewStorage.cleanupInvalidKeys(validHeadKeys)
} catch (error) {
console.warn('Failed to cleanup unused skin previews:', error)
}
}
export async function generatePlayerHeadBlob(skinUrl: string, size: number = 64): Promise<Blob> {
return new Promise((resolve, reject) => {
const img = new Image()
img.crossOrigin = 'anonymous'
img.onload = () => {
try {
const sourceCanvas = document.createElement('canvas')
const sourceCtx = sourceCanvas.getContext('2d')
if (!sourceCtx) {
throw new Error('Could not get 2D context from source canvas')
}
sourceCanvas.width = img.width
sourceCanvas.height = img.height
sourceCtx.drawImage(img, 0, 0)
const outputCanvas = document.createElement('canvas')
const outputCtx = outputCanvas.getContext('2d')
if (!outputCtx) {
throw new Error('Could not get 2D context from output canvas')
}
outputCanvas.width = size
outputCanvas.height = size
outputCtx.imageSmoothingEnabled = false
const headImageData = sourceCtx.getImageData(8, 8, 8, 8)
const headCanvas = document.createElement('canvas')
const headCtx = headCanvas.getContext('2d')
if (!headCtx) {
throw new Error('Could not get 2D context from head canvas')
}
headCanvas.width = 8
headCanvas.height = 8
headCtx.putImageData(headImageData, 0, 0)
outputCtx.drawImage(headCanvas, 0, 0, 8, 8, 0, 0, size, size)
const hatImageData = sourceCtx.getImageData(40, 8, 8, 8)
const hatCanvas = document.createElement('canvas')
const hatCtx = hatCanvas.getContext('2d')
if (!hatCtx) {
throw new Error('Could not get 2D context from hat canvas')
}
hatCanvas.width = 8
hatCanvas.height = 8
hatCtx.putImageData(hatImageData, 0, 0)
const hatPixels = hatImageData.data
let hasHat = false
for (let i = 3; i < hatPixels.length; i += 4) {
if (hatPixels[i] > 0) {
hasHat = true
break
}
}
if (hasHat) {
outputCtx.drawImage(hatCanvas, 0, 0, 8, 8, 0, 0, size, size)
}
outputCanvas.toBlob((blob) => {
if (blob) {
resolve(blob)
} else {
reject(new Error('Failed to create blob from canvas'))
}
}, 'image/png')
} catch (error) {
reject(error)
}
}
img.onerror = () => {
reject(new Error('Failed to load skin texture image'))
}
img.src = skinUrl
})
}
async function generateHeadRender(skin: Skin): Promise<string> {
const headKey = `${skin.texture_key}-head`
if (headMap.has(headKey)) {
if (DEBUG_MODE) {
const url = headMap.get(headKey)!
URL.revokeObjectURL(url)
headMap.delete(headKey)
} else {
return headMap.get(headKey)!
}
}
try {
const cached = await skinPreviewStorage.retrieve(headKey)
if (cached && typeof cached === 'string') {
headMap.set(headKey, cached)
return cached
}
} catch (error) {
console.warn('Failed to retrieve cached head render:', error)
}
const skinUrl = await get_normalized_skin_texture(skin)
const headBlob = await generatePlayerHeadBlob(skinUrl, 64)
const headUrl = URL.createObjectURL(headBlob)
headMap.set(headKey, headUrl)
try {
await skinPreviewStorage.store(headKey, headUrl)
} catch (error) {
console.warn('Failed to store head render in persistent storage:', error)
}
return headUrl
}
export async function getPlayerHeadUrl(skin: Skin): Promise<string> {
return await generateHeadRender(skin)
}
export async function generateSkinPreviews(skins: Skin[], capes: Cape[]): Promise<void> {
const renderer = new BatchSkinRenderer()
const capeModelUrl = '/src/assets/models/cape.gltf'
try {
for (const skin of skins) {
const key = `${skin.texture_key}+${skin.variant}+${skin.cape_id ?? 'no-cape'}`
if (map.has(key)) {
if (DEBUG_MODE) {
const result = map.get(key)!
URL.revokeObjectURL(result.forwards)
URL.revokeObjectURL(result.backwards)
map.delete(key)
} else continue
}
try {
const cached = await skinPreviewStorage.retrieve(key)
if (cached) {
map.set(key, cached)
continue
}
} catch (error) {
console.warn('Failed to retrieve cached skin preview:', error)
}
let variant = skin.variant
if (variant === 'UNKNOWN') {
try {
variant = await determineModelType(skin.texture)
} catch (error) {
console.error(`Failed to determine model type for skin ${key}:`, error)
variant = 'CLASSIC'
}
}
const modelUrl = getModelUrlForVariant(variant)
const cape: Cape | undefined = capes.find((_cape) => _cape.id === skin.cape_id)
const renderResult = await renderer.renderSkin(
await get_normalized_skin_texture(skin),
modelUrl,
cape?.texture,
capeModelUrl,
)
map.set(key, renderResult)
try {
await skinPreviewStorage.store(key, renderResult)
} catch (error) {
console.warn('Failed to store skin preview in persistent storage:', error)
}
await generateHeadRender(skin)
}
} finally {
renderer.dispose()
await cleanupUnusedPreviews(skins)
}
}